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- Fixed: The DECORATE expression evaluator was reading the operator token
from the wrong variable in a few places resulting in incorrect calculations. - Fixed: MP3/OGG music always looped because the looping flag was always set when FMOD was called to play it. - Removed upper limit of 1 for an actor's gravity factor. - Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x) instead of (target->x, target->y). (Old vanilla bug.) SVN r550 (trunk)
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parent
f94d971c06
commit
333ef105f7
5 changed files with 15 additions and 6 deletions
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@ -1,3 +1,12 @@
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September 27, 2007 (Changes by Graf Zahl)
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- Fixed: The DECORATE expression evaluator was reading the operator token
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from the wrong variable in a few places resulting in incorrect calculations.
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- Fixed: MP3/OGG music always looped because the looping flag was always
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set when FMOD was called to play it.
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- Removed upper limit of 1 for an actor's gravity factor.
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- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
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instead of (target->x, target->y). (Old vanilla bug.)
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September 26, 2007 (Changes by Graf Zahl)
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- Fixed: F_StartFinale shouldn't get the information if the game is about
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to end from level.nextmap. For example, this check is wrong for a secret
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@ -75,7 +75,7 @@ void A_VileTarget (AActor *actor)
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A_FaceTarget (actor);
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fog = Spawn ("ArchvileFire", actor->target->x, actor->target->x,
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fog = Spawn ("ArchvileFire", actor->target->x, actor->target->y,
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actor->target->z, ALLOW_REPLACE);
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actor->tracer = fog;
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@ -56,7 +56,7 @@ StreamSong::~StreamSong ()
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StreamSong::StreamSong (const char *filename_or_data, int offset, int len)
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{
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m_Stream = GSnd->OpenStream (filename_or_data, SoundStream::Loop, offset, len);
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m_Stream = GSnd->OpenStream (filename_or_data, m_Looping? SoundStream::Loop : 0, offset, len);
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}
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bool StreamSong::IsPlaying ()
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@ -563,7 +563,7 @@ static ExpData *ParseExpressionF (const PClass *cls)
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int token = sc_TokenType;
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ExpData *right = ParseExpressionE (cls);
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ExpData *data = new ExpData;
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data->Type = token == '<' ? EX_LT : sc_TokenType == '>' ? EX_GT : sc_TokenType == TK_Leq? EX_LE : EX_GE;
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data->Type = token == '<' ? EX_LT : token == '>' ? EX_GT : token == TK_Leq? EX_LE : EX_GE;
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data->Children[0] = tmp;
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data->Children[1] = right;
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data->EvalConst (cls);
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@ -620,7 +620,7 @@ static ExpData *ParseExpressionC (const PClass *cls)
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int token = sc_TokenType;
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ExpData *right = ParseExpressionB (cls);
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ExpData *data = new ExpData;
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data->Type = token == '*'? EX_Mul : sc_TokenType == '/'? EX_Div : EX_Mod;
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data->Type = token == '*'? EX_Mul : token == '/'? EX_Div : EX_Mod;
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data->Children[0] = tmp;
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data->Children[1] = right;
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data->EvalConst (cls);
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@ -1647,8 +1647,8 @@ static void ActorGravity (AActor *defaults, Baggage &bag)
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{
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SC_MustGetFloat ();
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if (sc_Float < 0.f || sc_Float > 1.f)
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SC_ScriptError ("Gravity must be in the range [0,1]");
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if (sc_Float < 0.f)
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SC_ScriptError ("Gravity must not be negative.");
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defaults->gravity = FLOAT2FIXED (sc_Float);
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